



			The Hitchhiker's Guide To THE GAME


		1) Introduction

	"What is "THE GAME"?", you might ask. And that'd be a good question 
indeed. "THE GAME" can be described as an attempt to create The Perfect Game, 
or certain person's vision of The Perfect Game...
	That wouldn't explain anything, though. Yes, it's an attempt. Yes, it's
Igor's vision behind everything. Yes, we're talking about The Perfect Game. But
to limit "THE GAME" with just that, is to simplify anything way too much.
	In fact, "THE GAME" existed all the time - everywhere. It's... Well,
natural. It's something everyone's born with. Something noone can live without.
Something, that is, maybe, of even greater importance than struggle for beauty
every one of us have.
	It's way more than a simple PC Singleplayer Role-playing Strategy
Simulation Textmode Game. And way less. In a sense. It's not actually intended
to be played. It wouldn't be a game at all, if it could - but it can't. It's
unseparable part of The Game that Igor's playing... With himself, yes, but
with every one of us just as well.
	
	Play The Game.

		Dorian Silver.


		2) F. A. Q.

	1. 
	Q: Why I can't do anything?
        A: 
	There might be different reasons for that. First, there might be
	no character assigned to a specific duty - as an example, no
	gunner while trying to shoot, etc. Check it with "Assign crew"
	command.
	Also, keep in mind, that it's more of a simultaneous turn-based game,
	than a usual turn-based one - after giving all the orders don't forget
	to "Wait" for some time, before they will start being executed.

	2.
	Q: Why I'm stuck on 1:1 in Quarktravel while going to Solar system?
	A:
	That's a known bug, unfortunately. Currently I'm looking for a way to
	squash it, but for now there's a workaround - interrupt the quarktravel
	and restart it again - everything should work. Treat it as some unusual
	Quarkspace flux ;).

	3.
	Q: Where's my russian version of THE GAME???
	A:
	Sorry, bad luck. We can''t yet afford to translate The Game... Yeah,
	one of the reason is that WE are pretty much: I (who's busy writing 
	actual game), Dorian (who's quite busy with RL) and @nt, who's both lazy 
	and busy with noone-know-what-it-is. Of course, some outsider can do it
	if he will, and if I'd trust him enough to provide sources. But don't
	cross your fingers yet.
	But it will DEFINITELY be translated some day.


		3) Version history

	Release 6, "Pictures of Home". <BETA 1>

		Changelog

	1.  Fixed navigation interface bugs, hopefully no more blank navigation
	    assignments.
	2.  Fixed newly created "Duplicate menu" glitch.
	3.  Fixed invalid "Orbiting" tag after quarktravel.
	4.  Added new goods: Oil, Chemicals, Chemical cells, Ion cells, Nuclear 
	cells.
	5.  Added new facilities: Oil Rig, Chemical Plant, Chemical cells 
	factory.
	6.  Started work on energy system.
	7.  Implemented new module type: "Energy battery".
	8.  New ship values: "Maxenergy", "Energy".
	9.  Shooting takes energy.
	10. Implemented lifesupport systems.
	11. Lifesupport takes energy.
	12. New ship values: "Ship_air"\"Ship_maxair".
	13. New time particle - halfer (10 mins).
	14. Crew members actually breathe (although can't suffocate yet).
	15. Added "Cell injection" operation.
	16. Added "Become ally" trigger.
	17. Added "Have allies" and "Have enemies" counters.
	18. Added global "Cantina" facility.
	19. Updated random quest generator, implemented multi-part quests.
	20. Fixed source\destination being the same place.
	21. Started work on random world generator.
	22. Completed "Generic World" system generator.
	23. Completed "Generic World" planet generator.
	24. Started refining "Object" system.
	25. Created basic "Ore generation" algorithm.
	26. Created "Mine placing" algorithm.
	27. Added basic "Economical value" tags for planets and races.
	28. Added basic "Homeworld generation" algorithm
	29. Added "Ore" objects and several tags for them.
	30. Modified "Mine" type facilities to take advantage of "Ore" objects.
	31. Added "Planet owner" information to the planet description.
	32. Added basic "Facility generation" algorithm.
	33. Updated stellar navigation.
	34. Added "Kintarium ore", "Kintarium mine".
	35. Added "Owner" planet info.
	36. Modified "Trade route" Mercenary Guild output.
	37. Updated "Search for missions" output.
	38. Added new potential crew member.
	39. Added "Fly to mission location" command.
	40. Started work on ship stacks.
	41. Preliminary "Spot"-type location support.
	42. Added ship stacks.
	43. Updated Merc. mission status.
	44. Added ship-related quests.
	45. Fixed combat crashing bug.
	46. Hopefully fixed problem, which made entering systems impossible.
	47. Various bugfixes, various tunings, various improvements - unlisted.
	48. First BETA RELEASE <EVER>!!!

		Known bugs

	1. Sometimes quarktravel becomes stuck at 1:1 while going to Solar.
	   Have something to do with being-too-close to minimum?..
	2. Navipanels replaced with batteries in shop. What the?..
	3. Quest ships are not deployed if you are located in their system at
	   the moment of quest generation. Simply leave system and enter again,
	   later this will be fixed.

		To do

	1. Fix bugs.
	2. Implement fuel.
	3. Add spacesuits.
	4. Turn lifesupport off.
	5. Auto turn ls off.
	6. Suffocation.
	7. Improve random generator by choosing form list of enemies\allies;
	   break if none.
	8. Make price and techlevel check on ship type assembly.
	9. Starfighters.
	10. Ore scanners.
	11. Modify trade routes (rewrite!!!)

		Known bugs

	1. Too much XP for long distance flights.



	Release 5, "Where Do We Come From".

		Changelog

	1.  Modules take space.
	2.  Modules cost money.
	3.  Started work on "Module evaluation" algorithm.
	4.  Fixed "Generate escaping pirates" bug.
	5.  Added modified "Become hostile" trigger.
	6.  Added "Check facilities" planet command.
	7.  Added "% complete" info in command queue.
	8.  Fixed industry bug.
	9.  Adjusted prices.
	10. Modified trade goods price calculation (needs more work, though).
	11. Skills increase from use.
	12. Adjusted XP levels.
	13. Implemented Gunnery skill bonuses.
	13. Modified Merchant generation location.
	14. Added "Module Repair".
	15. Added new crew task - "Mechanic".
	16. Started work on random quest generator.
	17. Added "Possess planet" trigger.
	18. Added "Planet owner" tag.
	19. Implemented Mercenary mission interface.
	20. Created unique Global In Character tag.
	21. Added "Cargo delivery" quest (1 quest altogether).
	22. Added "Check cargo" command.
	23. Modified "Ship status" command (cargo\load output mostly)
	24. Added "Device" class of cargo.
	25. Added "Receive device" trigger.
	26. Added "Complete mission" command for delivery missions.
	27. Added "Delete device", "Delete quest" triggers.
	28. Finally added Save. Not that it was any difficult ;).

		Known bugs

	1. Traders do not shoot back.
	2. Pirates shoot first when attacked.
	3. No "Too far" warnings.
	4. Strange behaviour of used supplies (factories).
	5. 4/4 Trader death freezes game.
	6. Pilot\navigator assignments sometime get wrong. *fixed*
	7. Blank "orbiting planet". *fixed*
	8. Adjust ship owners for traders and pirates.


	Release 4, "From and Into".

		Changelog
	
	1.  Removed some debugging output.
	2.  Added new "Hostility check" algorithm.
	3.  Added "Declare war" trigger for factions.
	4.  Added "MAX_HP" value for modules.
	5.  Enhanced information output a bit.
	6.  Added faction tags for pirates and traders.
	7.  Times passes more slowly when hostile ships present.
	8.  Created unique tag for player.
	9.  Added "Become hostile" (ok_hostile) ship trigger.
	10. Fixed "Ghost destruction crash" bug.
	11. Fixed "Pirates freeze after destroying ship" bug.
	12. Separated "Ship Damage" output from general Shoot command.

		Known bugs

	1. All ships currently have 1 tag.

		To do

	1. Skill growth. *done*
	2. Special skill branches.
	3. Pirates accumulating power.
	4. Adjust bounties.
	5. Pirates spend money on ships.



	Release 3, "Into The Fire".

		Changelog

	1.  Fixed HORRIBLE bug in ship swarm generation.
	2.  Improved handling of ship stats while generation.
	3.  Improved ship deletion routine.
	4.  Fixed weapon groups.
	5.  Multiweapon shooting works now.
	6.  Now cleansweep is performed in encounters.
	7.  Added "Light Ion Cannon" weapon (can be bought).
	8.  Fixed "Instant Quarkspace" bug for AI-controlled ships.
	9.  Commented out a lot of debug information.
	10. Added "Interrupt Quarkpace" command.

		Known bugs

	1.  Strange behaviour in combats where civilians present. *fixed*
	2.  Modules take no space or money. *fixed*

		To do

	1. Fuel consumption.
	2. Energy use. *done*
	3. Ship repair. *done*
	4. Gunner skill use. *done*
	5. Enhance calculation of pirate operations.
	6. Start work on governments.
	7. Stop being lazy. *no chance*

		Igor Savin, 2004, 19 June.


	Release 2, "Fire In The Hole".

		Changelog

	1. Added cleansweep for obsolete commands.
	2. Added "Trader" ship template.
	3. Added "Trade route" location template.
	4. Added "Enters quarkspace" AI routine.
	5. Minor errors corrected.
	6. Fixed bug that would cause enemies to attack you even in quarkspace.
	7. Preliminary ship upgrade support.
	8. Fixed adjustment of ship stats after damaging modules.
	9. Added "Armaments factory" facility.

		Igor Savin, 2004, 18 June.


	Release 1, "Hole In The Sky": Nothing special yet, just first bones
of our engine. 

It's possible to: Fly around... Encounter pirates. Fight. Buy and
sell goods. Assign crew. 

Known bugs: Not working multiweapon groups, production of some goods still
doesn't work properly. "Ship piloting" command have to be deleted manually
each time to allow pilot to do anything else.

Features to do: Pay bounties for eliminated pirates, manual add\remove modules,
add personal qualities impact on shooting. Pretty much everything else :)).

		Igor Savin, 2004, 17 June.





		3) Status

	Release 6, Limited Beta I (2004-08-26).

Beyond The Game: 0.0.3.0

Core: 0.0.4.8

AI engine       : 0.0.1.6
Combat engine   : 0.0.2.0
Quest engine    : 0.0.2.2
Political engine: 0.0.0.6

World generator : 0.0.3.2

Ship Database   : 0.0.0.1
Crew Database   : 0.0.0.3
Module Database : 0.0.1.4
Faction Database: 0.0.0.3
Mission Database: 0.0.1.0
Economy Database: 0.0.2.1




		4) Players.
	
	Creator - Igor "Elwin" Savin.
	Project Administrator - Dorian Silver.
	The Team.

	Thanks to @nt and Olga Lempert.

	Special thanks to Victor Korianov.

	"Thank you for the music" award goes to the "Deep Purple", "Blackmore's
	Night", Frank Sinatra, Bob Dylan, Johnny Cash, Origa, Yoko Kanno,
	Nobuo Uematsu, Akira Yamaoka and the rest of those who were responsible
	for bringing some energy for The Game.

	Cheers to Joseph Hewitt.

	"Hey!" to the Cyrus.

	"Yay!" to everyone of you :).

	http://games.groups.yahoo.com/group/btgame/
	http://www.hostinganime.com/thegame/
	http://thegame.fastbb.ru/

	Farewell to: Ozloblin, Krotasov, Viktorian and the rest former The Team
	members, who left us alone, being unable to cope with the Real Life. 
	Good luck!

		5) Development notes.
	
	1. Potential vulnerability in "now_quest_item" tag (if item obtained by IC and then lost - tag related to exact IC cargo slot).
	2. Good medic forbids lethal\harmful actions.
	3. Modify ore generation, to make average numbers more frequent
	4. Update "economic value" tag to reflect ore richness\soil fertility.
	5. Add special "Homeworld" tag to system\planet.
	7. Farms\soil.
	8. Somewhere in trade route processing there's a division by zero, if no needed facilities exist
	9. Keep eye on insystem navigation.
	10. Make quest pay dependant on difficulty.
	11. Update planet processing, to check only habitated planet (through raceplanets lists)
	13. Invalid tag, no attack\no name.
	14. Check "Weapon control" dutychar - hangs if no target.
	15. Keep eye on XP.
	16. Wild ship generation?



2004, by Dorian Silver and Igor Savin.
